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Raid boss: the Fiddler [WIP]

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Raid boss: the Fiddler [WIP]

by Magno » April 10th, 2013, 2:00 am

This is one bad ass mech.
the Fiddler

It's 150mm tall so it's about twice as tall as a standard TAG.

I want to make a Raid boss mode for Infinity.

One player plays the Fiddler or set it up as NPC.
Raid mode with 4-8 players, combine up to around 400 points, single combat group.
This game is multi-player to take advantage of parallel orders of multiple models running around simultaneously. Players may activate upto 2 models in parallel. This consumes an order per model, but models do not suffer the limitations of coordinated orders.

Play area is 4x4 area with destroyable terrain.
Players work together to take out the Fiddler or find a way to neutralize it.

The Fiddler
Has front arcs of 90deg for the primary guns. FR and FL. The rocket pack and Akrylat Vulcan on the back is 180deg from the front.

Mov: 4-2 (it's a behemoth)
CC: 18
BS: 14 / 12 (primary / secondary)
PH: 19
WIP: 14
STR: 5 locations with 5-3 points
ARM: 10 - 8 (depending on location)
BTS: -7

Weapons:
Front Right gun : Autocannon (primary)
Front Left gun : HRMC (primary)
Katyusha Launcher (secondary)
Arkylat-Secondary (secondary)
EXP CCW (leg stomp), E-Pulse + DA CCW (front arms)
MSV 1, FO, hypo-dynamics lvl3 (-9to dodging), reaction plus, piloted+

CC attacks from the Fiddler have two options; if enemy model is in the front 90deg arc of the Fiddler, use front arm weapons, else use leg stomp.
Reaction plus: the Fiddler may react with both a single primary weapon and a single secondary, choosing different targets.
Hypo-dynamics: either lacking the reflexes or being of massive proportions, models with Hypo-dynamics suffer a -3 to PH when dodging.

Fiddler has 5 locations with structure points; chassis (5 STR, ARM 10) , 2x arms, 2x legs (each with 3 STR, ARM 8).
In order to neutralize fiddler, 4/5 of his locations must be destroyed.
Fiddler cannot be possessed, sepsitorized.
Adhesive weapons must have two successfull hits in order to immobilize one of the extremities.

Fiddler ignores critical hits from normal based ammunitions, but must still make ARM rolls.

This is what I have so far. Feed back welcome. Before anyone says this thing is overpowered, standing at 6" tall, this thing will rarely get a cover bonus.
Last edited by Magno on April 11th, 2013, 3:59 am, edited 2 times in total.
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Re: Raid boss: the Fiddler [WIP]

by JTM93 » April 10th, 2013, 2:30 am

I think... I am in love...

Where did you find that?

If you know:
What is it made from?
How did the Camo turn out so good?

EDIT: Also... I love the Stat Block. Oddly enough syncs up with my Groups Infinity Rules based Game's Titan well.
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Re: Raid boss: the Fiddler [WIP]

by Magno » April 10th, 2013, 3:11 am

The Fiddler is from a new UK company; White Dragon Miniatures. No idea when the model will be out, but since the studio paint job was released, it must be soon.
The camo pattern are airbrush masking patterns from Critical Mass.
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Re: Raid boss: the Fiddler [WIP]

by JTM93 » April 10th, 2013, 3:20 am

Those Patterns are nice. But a bit expensive for what they are... It might be easier to make your own.
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Re: Raid boss: the Fiddler [WIP]

by Magno » April 10th, 2013, 3:33 am

JTM93 wrote:Those Patterns are nice. But a bit expensive for what they are... It might be easier to make your own.


Oh, I don't like the large attern they used. I don't think I'd do digi-camo, but if I did, I'd make a higher resolution pattern and do more stacks of masks to accomplish it.
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Re: Raid boss: the Fiddler [WIP]

by JTM93 » April 10th, 2013, 3:35 am

Well their 15mm looks like it would work better for a Standard Trooper. The thing is I could make those masks Cheaper than I could buy them.

Though I prefer No Camo or little Camo. That is one thing that annoyed a few of us with our first run of Minis for our game. A couple of people put these horrible Camo Schemes on them and it doesn't work unless you do them just right.
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Re: Raid boss: the Fiddler [WIP]

by Mob of Blondes » April 10th, 2013, 3:56 am

(Edit 1) Argh! :ninja: Ninja edit, now it says 150mm, not 1500mm.

The paint scheme reminds me of the Berlin brigade, just more complex, maybe too much. There must be a good tutorial somewhere about doing such scheme and cheap, probably just cutting some masking tape with a cutter.

(Edit 2) Found it: cut many rectangles of tape, apply forming more complex zones, and you get a cheap digi camo. Also on vehicles of more "infinitish" scale.

And those with color laser printers could even have it easier: just print, apply two coats of matt medium, wet and remove paper from the other side, then apply like decals.
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Re: Raid boss: the Fiddler [WIP]

by JTM93 » April 10th, 2013, 4:36 am

My group just finished a Painting section in which we tested cut Masking Tape for our Camo on our Mecha. It works wonderfully.

We discovered if you can do it light enough you can use Wax Paper to make it easier. We even gotten it to where we can peel it off easier by stacking it just right.
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Re: Raid boss: the Fiddler [WIP]

by Pierzasty » April 11th, 2013, 9:55 am

What is it gonna do against monomines?
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Re: Raid boss: the Fiddler [WIP]

by Magno » April 11th, 2013, 1:35 pm

Pierzasty wrote:What is it gonna do against monomines?


Simply cannot be auto killed by mono. All other mono rules the same.
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Re: Raid boss: the Fiddler [WIP]

by Pierzasty » April 11th, 2013, 2:25 pm

The autokill is the mono rule. If you remove it, it changes into a bunch of useless wire in template form. It needs more specific changes. 1 W/STR bypassing armor? Destroy only the affected parts? Something else?
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Re: Raid boss: the Fiddler [WIP]

by Magno » April 11th, 2013, 2:35 pm

Pierzasty wrote:The autokill is the mono rule. If you remove it, it changes into a bunch of useless wire in template form. It needs more specific changes. 1 W/STR bypassing armor? Destroy only the affected parts? Something else?


Mono also reduces your armor to ZERO which is huge against ARM 10/8.
Mono mines stay on the table until a template weapon washes the area out.

Still trying to figure out what areas of the Fiddler are targeted/affected by ARM rolls. It's a huge target.
I don't want to do a random die roll to determine.
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Re: Raid boss: the Fiddler [WIP]

by valthonis » April 11th, 2013, 3:18 pm

I have a combination of normal responses but where I made stat changes I tried to bold so you can easily find my highlights.

Magno wrote:This is one bad ass mech.
The Fiddler
Has front arcs of 90deg for the primary guns. FR and FL. The rocket pack and Akrylat Vulcan on the back is 180deg from the front.

I can understand wanting to limit it due to size and bulkiness, but wouldn't the reduced and special arcs be more fiddly? It looks like it pivots at the waist as well, so I would assume it could easily keep a threatening zone of 180 degrees with any weapons. Personal preference.

Magno wrote:Mov: 4-2 (it's a behemoth)
CC: 18
BS: 14 / 12 (primary / secondary)
PH: 19
WIP: 14
STR: 5 locations with 5-3 points
ARM: 10 - 8 (depending on location)
BTS: -7

Here are my thoughts and suggestions...
Mov: 4-4 (with a single leg stride it looks like it could easily cover 4", so with a left/right stride 4-4 seems more fitting)
CC: 14 (I would almost suggest a much lower 12 or 13, but always give it a normal roll? See my below comments)

BS: 15 / 12 (primary / secondary)
PH: 19
WIP: 14
STR: 5 locations with 5-3 points
ARM: 10 - 8 (depending on location)
BTS: -9 (Other TAGs already have the -9 BTS, why not this one as well?)

Magno wrote:Weapons:
Front Right gun : Autocannon (primary)
Front Left gun : HRMC (primary)
Katyusha Launcher (secondary)
Arkylat-Secondary (secondary)
EXP CCW (leg stomp), E-Pulse + DA CCW (front arms)
MSV 1, FO, hypo-dynamics lvl3 (-9to dodging), reaction plus, piloted+

CC attacks from the Fiddler have two options; if enemy model is in the front 90deg arc of the Fiddler, use front arm weapons, else use leg stomp.
Reaction plus: the Fiddler may react with both a single primary weapon and a single secondary, choosing different targets.
Hypo-dynamics: either lacking the reflexes or being of massive proportions, models with Hypo-dynamics suffer a -3 to PH when dodging.

Similar format with my suggestions...
Weapons:
Front Right gun : Autocannon (primary)
Front Left gun : HRMC (primary)
Katyusha Launcher (secondary) (I would make this a Katyusha/Uragan Launcher, choose which type fires)
Arkylat-Secondary (secondary) (I'd drop this all together personally)
2x Heavy Flamer (small arms)
EXP+EM2 CCW (leg stomp) (This is the only CCW and why I suggested always a normal roll. That foot is always going to come down, just a matter if it hits)
MSV 1, FO, hypo-dynamics lvl3 (-9to dodging), reaction plus, piloted+
Hypo-Dynamics isn't needed in my opinion
Reaction Plus? I would say this works like normal Total Reaction but only on the Primary Weapons and they can individually target
Piloted+?


Magno wrote:Fiddler has 5 locations with structure points; chassis (5 STR, ARM 10) , 2x arms, 2x legs (each with 3 STR, ARM 8).
In order to neutralize fiddler, 4/5 of his locations must be destroyed.
Fiddler cannot be possessed, sepsitorized.
Adhesive weapons must have two successfull hits in order to immobilize one of the extremities.
Fiddler ignores critical hits from normal based ammunitions, but must still make ARM rolls.

This is what I have so far. Feed back welcome. Before anyone says this thing is overpowered, standing at 6" tall, this thing will rarely get a cover bonus.

Can it be immobilized with hacker or would hacking simply immobilize pieces that were targeted?
Adhesive weapons shouldn't require two successful hits to immobilize, but this guy should get a reroll on a failed PH check due to size.

Any restrictions saying CCW can only effect the legs? How would you stab the arm? :)
I would also vote that mono-mines are disabled if it steps into the range due to the EM2 CCW foot.
Since it ignored critical hits, I would make mono ccws more fun, still makes save against STR12 with no armor but failed save causes D3 Str damage.
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Re: Raid boss: the Fiddler [WIP]

by IJW Wartrader » April 11th, 2013, 9:52 pm

I'm pretty sure it's being released at Salute next weekend, if so I'll try and grab some photos.

As far as hit allocation goes, just have models target the 'part! Of their choice, it's big enough. Templates could hit everything, with one part counting as the main target where required, for example with MLs only getting the AP against the original target.
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Re: Raid boss: the Fiddler [WIP]

by Pierzasty » April 11th, 2013, 11:17 pm

Finally a reason to run dual GML drones :3:
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Re: Raid boss: the Fiddler [WIP]

by Crushar » April 11th, 2013, 11:58 pm

You all are SOOOOooooo helpful you ain't ya!

I'm the idiot that has to play against that freaking monster.....

(okay I am kinda looking forward to it but that's not the point)
STOP shooting the painted ones!
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Re: Raid boss: the Fiddler [WIP]

by valthonis » April 12th, 2013, 12:23 am

Crushar wrote:You all are SOOOOooooo helpful you ain't ya!

I'm the idiot that has to play against that freaking monster.....

(okay I am kinda looking forward to it but that's not the point)



Well if that's the case give it a Crushar targeting matrix and have it gain +3 to hit against any models used by Crushar.
In fact, have it able to kill models he's not even using in his list! :lol:
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Re: Raid boss: the Fiddler [WIP]

by Pierzasty » April 12th, 2013, 12:56 am

Crushar wrote:I'm the idiot that has to play against that freaking monster.....

Hey, it's not nice to call Magno that. :v:
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Re: Raid boss: the Fiddler [WIP]

by Magno » April 12th, 2013, 1:38 am

To add to Crushar`s delight,
The Fiddler will release FO drones as a separate combat group.

Pilot+ is that if Fiddler is neutralized and notoitright destroyed, a pilot will eject out of the Fiddler that is better than any pilot we've seen before.

Fiddler will.have it`s own scenario that will drive it's order pool.

Players will target segments of the Fiddler. Legs will typically benefit from cover, arms will fire back with primary weapons, chasis will use either secondary weapon or a flash pulse.
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Re: Raid boss: the Fiddler [WIP]

by Crushar » April 12th, 2013, 2:02 pm

valthonis wrote:
Crushar wrote:You all are SOOOOooooo helpful you ain't ya!
Well if that's the case give it a Crushar targeting matrix and have it gain +3 to hit against any models used by Crushar.
In fact, have it able to kill models he's not even using in his list! :lol:


If that SomO'Bitch hits models that are in the box I am gonna be PISSED!

ALL, I am saying is that you CAN NOT change the dynamics of Infinity. I get a crit with a friggin' pistol on this beast and I do a wound on whatever part I am shooting at! All I am saying...
STOP shooting the painted ones!
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Re: Raid boss: the Fiddler [WIP]

by Magno » April 12th, 2013, 4:34 pm

I can change anythng, for I am the coming of Gozar the Geekarian, the fifth incarnation of the dice god, the Ayatolla of Nerdom!

Crits still result in an automatic FtF win and will result in a zero value ARM save.
Mono-weapon crits result in an auto wound but not death.
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Re: Raid boss: the Fiddler [WIP]

by Mob of Blondes » April 13th, 2013, 1:06 am

Criticals with a pistol could be enough bullets scratched a joint, it sticks, the driver moves the part fast to dislodge... and hits something else by error in the swing. Classic "I tried to kill the fly but only made the glasses fly out of my head... and they broke". :lol:
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Re: Raid boss: the Fiddler [WIP]

by Locksmith » April 13th, 2013, 1:18 pm

I know you said the scenario will drive the Fiddlers orders, but are you intending that the Fiddler has a pile of cheerleaders, or he the only 'enemy' model on the table for the players?

If the latter, consider a 'computer game' solution... model some antennas or Mother Boxes on the Fiddler. Make these into Armored Netrods that give the Fiddler orders. So the players can slow him down while they try to take him out. Each of these netrods could also key to a special skill for the pilot: Hacker/Defensive Hacking device, Engineer, 6th sense, Minesweeper, Total Reaction, FO Drone Launch Control, etc.

Consider making each area separate and hardened for the purposes of Mono/EM/Glue. Ok, you mono mined his foot. He has 22nd century Gyros. He loses some movement, but he's still fighting. OK, you Glued the Katyusha, but there are still a whole passel o' weapons left, pardner. Etc and so on.

Degradable Epic Bosses are the most fun to fight, IMO.

Want to Glue his Katyusha? Better shoot out his Engineering Pod first!
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Re: Raid boss: the Fiddler [WIP]

by Magno » April 13th, 2013, 4:31 pm

Awesome feedback Locksmith.

I had Fiddler using Last Man Standing rules, but attached armored Netrods are a great idea.
If you target the Netrods, they flash pulse.
I like the ide that each Netrod, or Com node, grants the Fiddlersome skill. Once that node is knocked out, Fidller looses that skill. This will grant the Raid team more decisions to make in strategizing vs Fiddler.
Great ideas.

The terrain I plan to layout gear and elements players can use to help out.
Cryofluid tanks, jammers, etc.
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Re: Raid boss: the Fiddler [WIP]

by Mob of Blondes » April 13th, 2013, 11:45 pm

Locksmith wrote:Ok, you mono mined his foot. He has 22nd century Gyros. He loses some movement, but he's still fighting.

BLACK KNIGHT: Just a flesh wound.
[bang]
ARTHUR: Look, stop that.
BLACK KNIGHT: Chicken! Chicken!
ARTHUR: Look, I'll have your leg. Right!
[whop]
BLACK KNIGHT: Right, I'll do you for that!
ARTHUR: You'll what?
BLACK KNIGHT: Come 'ere!
ARTHUR: What are you going to do, bleed on me?
BLACK KNIGHT: I'm invincible!

Just XD
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Re: Raid boss: the Fiddler [WIP]

by JTM93 » April 13th, 2013, 11:49 pm

Maybe allow the Netrods to be launched and planted elsewhere for the Fiddler to have command nodes outside of his person to give the Opponent an alternate route other than just blasting away at him.
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Re: Raid boss: the Fiddler [WIP]

by Magno » April 14th, 2013, 5:12 am

JTM93 wrote:Maybe allow the Netrods to be launched and planted elsewhere for the Fiddler to have command nodes outside of his person to give the Opponent an alternate route other than just blasting away at him.


Now we're cookin` with LOX.
Nodes on the Fiddler and deployable Netrods, me thinks.

Nothing like vectored afterburnner of communal ideas.
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Re: Raid boss: the Fiddler [WIP]

by JTM93 » April 15th, 2013, 12:55 am

Magno wrote:
JTM93 wrote:Maybe allow the Netrods to be launched and planted elsewhere for the Fiddler to have command nodes outside of his person to give the Opponent an alternate route other than just blasting away at him.


Now we're cookin` with LOX.
Nodes on the Fiddler and deployable Netrods, me thinks.

Nothing like vectored afterburnner of communal ideas.


Hmm... Maybe have the Nodes count as Netrods. Then give The Fiddler Deployable Repeaters.
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Re: Raid boss: the Fiddler [WIP]

by Mob of Blondes » April 17th, 2013, 12:06 am

The model will be avaliable at Salute, special offer one 99 GBP, two 180 GBP. The barrels are brass, not resin.
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Re: Raid boss: the Fiddler [WIP]

by Magno » April 17th, 2013, 12:35 am

So who's going to Salute?
Who would be willing to pick one up and ship to the States.

I can return the ninja/shippong favor for the GenCon release.

91 parts with brass barrels?!
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